[QUOTE=tangoliber;525208]After a F2P game releases, new content comes for as long as it is profitable. For a game like LoL, it is pretty much an endless stream. For a game like Tribes: Ascend, they stopped after about 6 months or 1 year.
The important thing is that when they do put the game into maintenance mode, that they leave it in a good place, so that it can survive on its own.[/QUOTE]
I don’t think that’s entirely true because the F2P model still hasn’t been explored in the industry. Perhaps the P2W style works great in the Asian market, and the pseudo subscription/unlock model for MMORPGs, but when you really look at it… no other approaches to F2P have really been explored.
I think it’s worth remembering too:
LOL got lucky in so many ways. Insanely “right” timing. And considering how long it took for Steam, and even worse with Blizzard, to respond… they were given a chance to build up with practically no competition. HoN is a good example of how that same timing opportunity was NOT exploited due to narrow ideas towards marketing from a developer that actually did explore the F2P model before and screwed it up by having a great game that just wasn’t promoted, or properly supported (Savage 2 is what I’m talking about)
Tribes died, similarly, in so many ways because it was so close to getting F2P right in an FPS, and at the “right” time with a very decently sized community, but became such a grindable cash cow that they cut off their own feet.
The more important question is not how profitable it can be… making money is easy. It’s how replayable is the core aspect of a game?
We’ve got some pretty stand out examples of multiplay games with extended lifespans; the original Everquest, WoW, LoL and everything else that came from DotA, original Counter Strike, W:ET, CoD4.
And for a very accurate comparison of recent FPS’s with extended content support… Killing Floor and Pay Day 2. Killing Floor in particular is up for massive Steam sale discounts so frequently, it almost seems like it is a F2P game, from a developer/publisher stand point of reduced individual sale values and player count/loyalty investment.
KF is a pretty ideal example really. People still willing to pay for a game that isn’t too far removed from what it was, core wise, as a free MOD.